Benefit: Choose one type of implement you have proficiency with, and either the Accurate benefit, the Deadly benefit, or any two other benefits. You gain the chosen benefits when using an implement of the chosen type.
Accurate: You gain a +1 bonus to attack rolls with Implement powers.
Deadly: You gain a +1 bonus to damage rolls with Implement powers. This increases to a +2 bonus at 11th level, and to a +3 bonus at 21st level.
Blinking: When you hit with an Implement power with the Teleportation keyword, you have concealment until the start of your next turn.
Distant: The normal range and long range of your ranged and area Implement powers increase by 2 and 4, respectively.
Empowered Critical: You deal an extra 1d8 critical damage with Implement powers. This increases to extra 2d8 critical damage at 11th level, and to extra 3d8 critical damage at 21st level.
Energized: Choose one of Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain a +2 bonus to damage with Implement powers that have the chosen keyword. This increases to a +3 bonus at 11th level, and to a +4 bonus at 21st level.
Forceful: You can increase the maximum distance of a push, pull, or slide from an Implement power by 1 square.
Mobile: When you use an Implement power, you can step as a minor action until the end of your current turn.
Reaching: You gain +1 reach with melee Implement attacks.
Shielding: When you use an Implement power, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.
Unerring: You gain a +1 bonus to attack rolls against Reflex with Implement powers.
Undeniable: You gain a +1 bonus to attack rolls against Will with Implement powers.
Unstoppable: You gain a +1 bonus to attack rolls against Fortitude with Implement powers.
Special: You can select this feat multiple times. If you select the same implement type multiple times, you can only benefit from one feat on a given use of an Implement power.